View Full Version : Dog Rig
10-25-2010, 12:24 PM
Hey guys im working on a dog rig at the moment for UT3. I have practically no experience with advanced character rigging so bare with me :\
Heres what I have done so far, I have found a model of a dog and retopped it in ZBrush and created a basic skeleton for it.
At the moment I am trying to research into what I can actually do in Unreal, what a dog rig requires etc
Any pointers or comments would be greatly appreciated
10-25-2010, 09:42 PM
You can setup a dog relatively easily, just remember, COG goes at the shoulders, and you can make a RL foot without a heel since dogs stand on their toes; one at the ankle, ball, then toe.
11-15-2010, 10:12 PM
Thabks Vurtualistic. I have re made the skeleton after looking further looking into dog anatomy .
Heres my current progress. Sadly the tripple IK leg is broken and the IK solver spine doesnt work either so I will have to re do them :(
I plan on using dynamic bones to simulate skin jiggle around the neck area, to use a joystick for both the neck and tounge aswell.
All in all theres still an awful lot of work to do here :\
11-19-2010, 03:02 AM
I have been trying to sort out these darrn legs. I have been following Paul Neales tripple IK leg tutorail. Ive gone over it that many time that ive literally memorized it. Im doing everything right , but for some reason when I select the the second HI chain and select and change the solver plan to IK goal it rotates the bones 90 degrees. I re made the leg afew times and it did the same thing :S
I mirrored the leg and set and linked everything again , made new HI solvers etc and that seemed to fix it. But then when I tried mirroring it back it gets the problem again :S
Any suggestions as to where im going wrong or a work around for this???
p.s this is only happeining on the back legs and not on the front legs :s
11-21-2010, 01:29 AM
I managed to sort out this problem by duplicating the working leg through the layer manager. It seems to work fine now.
I have also created the spline IK spine , neck , and tail as suggested.
They seem to work fine but the bones stretch at the moment which is something that I will have to sort out aswell
I have also created some muscles aswell. They are not attatched yet. Im not quite sure what stage I should attatch them at :s
Next I am going to set up an IK FK blend for the legs and set up some foot rolls etc
11-22-2010, 12:56 AM
Today I have been setting up the primary and secondary foot controls and I have ran into afew problems.
Excuse the rubbish paint over lol
When I try duplicating the foot bone to apply a wire parameter to it , the bone flips :s , might this be becasuse the bone beneath has had its postition frozen :s
Also, once I apply the toe bend to the front left leg the bone starts in that posititon. However once adjusting the sliders it will move fine :s
If anyone can help me out here that would be really appreciated :)
11-27-2010, 09:37 PM
I havea managed to sort out the legs in terms of the linking and foot rolls along with the eye controls as well as the COG.
I have ran into a couple of problems that are driving me insane though :(
The first is the Spline IK spine.
I cant seem to stop the bones from stretching when I move the controlers. In the bone edit tool stretch is turned off :S
The second is the IK/FK blend for the legs.
Im really not sure how to go about it as I have already contrained each of the driver bones to solvers and helpers :s
I have constrained the ik / fk bones to the driver bones and they seem to literally just follow them rather than blen :s
Any suggestions on these issues will be greatly appreciated
12-08-2010, 12:04 AM
It's been a while since my last post! , I have reason for my madness, and that reaso is mistakes and corrections likt this one.
I have just followed Paul Neales tutorial on IK/FK blend arms and applied it to my dog legs.
Sadly when I applied it I forgot to link up the hand (bottom 2 bones) as I thoght they would follow the bones above....I was wrong.
I have managed to wire in the paramaters and got it pretty close but its not 100*on the IK :(
Is this really a problem , as in is it worth a redo of the leg?
I have also made a new spine neck and tail with much more control. I still have to work on the foot rolls, spring bones and the facial animations then im ready to skin the character.
12-09-2010, 11:19 PM
I have practically had to re make the entire rig which sucked, but I have learnt tonnes from doing it which is great.
I have ran into a problem though.
I am following a tutorial where I am wiring up the paramaters for the toe bend.
However when i right click my foot control I have slightly different options.
The image below shows the route that I am taking in my version of Max
When I try applying the degToRad it doesn't do anything :(
They are tripple IK legs, but I can't see how that would affect the foot control
12-09-2010, 11:19 PM
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